Temporis While Troile stole the blood of Brujah, she did not steal his most prized Discipline - Temporis. Now the True Brujah carefully guard Temporis, for those who understand the Discipline can manipulate time itself. Level One Time Sense The vampire can sense contactions and dilations in time. In addition, she can sense the use of Temporis or other time-altering powers. She also has an internal clock which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows the vampire to know just what she is capable of doing with her powers, how long the effects will last, etc. System: No roll is required and the effects are constant. Level Two Ramble On The vampire has the power to cause a single subject to continuously repeat his own actions, without ever realizing he has been repeating himself. The Subject gets so caught up that he pays no heed to events around him unless they are obvious and dangerous. For example, a subject may be walking along when the vampire uses this power on him. The subject may have been intending to go to the store, but gets so carried away that he finds he has been walking for an hour and is now far away from both his home and the store. If the subject had walked out in front of a car, he would have been less likely to notice it, but if he did, the trance-life effects would have been broken System: Roll the charater's Manipulation + Empathy (difficulty of the subject's Willpower). An obviously dangerous situation will snap the victim out of this trance if he succeeds in a Perception + Alertness roll (difficulty 6). Successes Duration 1 success One turn 2 successes One minute 3 successes 10 minutes 4 successes One hour 5 successes One day Level Three Zombie's Curse The vampire can cause one subject to perceive time as having sped up. The vicitim moves at half speed, and everything she says comes out slowly and in a deep pitch. The subject will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword swings and other attacks that require personal speed inorder to add kinetic force do only half their normal damage dice pool and have their difficulty to hit increased by two. System: Roll Charisma + Intimidation (difficulty of the target's Willpower). The duration of the effect varies with the number of successes. Successes Duration 1 success One turn 2 successes One minute 3 successes 10 minutes 4 successes One hour 5 successes One day Level Four Cowalker The vampire can stop time for a moment, allowing her to appear in two places at once. The vampire appears to teleport or blink from one place to the next, but she is actually slipping out of the normal flow of time and space. The vampire cannot affect objects within the time stream, so the vampire could not attack someone while using this power. Instead she could move behind an opponent, hit him and then blink away again. System: This power costs a point of Willpower. The vampire cannot open doors or otherwise affect physical objects, though she can move about freely. Level Five Frozen Object The vampire can stop time for an inanimate object for a predetermined length of time. The vampire could throw a knife into the air and stop time on it, only to later let it continue on its course. The vampire could freeze time on a light switch and then turn it on. When it re-entered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time. System: Roll Dexterity + Occult (difficulty 6) to freeze time for an object. The number of successes determines how long time may be stopped. Successes Duration 1 success One turn 2 successes One minute 3 successes 10 minutes 4 successes One hour 5 successes One day To stop time for projectiles, the charater must see and stop them before they reach their destination. Therefore, the vampire must make a Wits + Alertness roll (difficulty 6 to stop thrown weapons, difficulty 8 to stop a single bullet) before using the power. Level Six Control Aging The vampire can slow down and speed up the process of aging. The vampire must be in physical contact with the target, and he can only affect one object or subject at a time. System: Roll Stamina + Occult (difficulty equals vicitim's Willpower, or 6 for inanimate objects). For each success, the charater can age or reduce in age a target by ten years. This power may only be used once per scene on the same individual, but an object can be affected as many times as the charater likes. Vampires targeted with this power may become unable to gain sustenance from drinking animal or even human blood. Successes Virtual Time Passage 1 success One year 2 successes Five years 3 successes 10 years 4 successes 50 years 5 successes 100 years Level Seven Domain of Evernight The vampire can dilate time in an area so that a day passes in the blink of an eye, and night seems to come minutes after it left. This is highly useful in a haven. Hunters who enter will realize only too late that, though it should be noon, it is 11 p.m., and that master is awake. The vampire would probably use this only on her private chamber, as prolonged exposure to such effects would drive servants insane. This power can also be used as an invaluable weapon, causing morning to arrive unexpectedly and leaving vampiric victims in a terrible situation. System: Roll Intellgence + Alertness (difficulty 7). The charater can make a number of hours to pass equal to her current Willpower. The number of successes determines how fast time passes. Successes Virtual Time Passage 1 success One Hour = 10 Minuets 2 successes One Hour = Five Minuets 3 successes One Hour = One Minuet 4 successes One Hour = 30 seconds 5 successes One Hour = 10 seconds Outside the Hourglass The vampire can step fully outside the time stream and take whatever actions he pleases. Everything is frozen in time- matter, energy, life, etc. Mechanical devices are also frozen and cannot be operated, except manually. Thus, cars will not run, phones will not work, and computers will not function. The vampire could fire a gun, but the bullet would not leave the chamber until the vampire re-enters time. The vampire's own kinetic energy still functions outside time, so a thrown knife would hit and penetrate a target. However, the subject would not suffer the effects until the vampire re-enters time. System: Roll Stamina + Occult (difficulty 8). For each success, the charater can step outside time for one full turn. Level Eight Pocket Out of Time The vampire can cause an entire area to leave the time stream. All those in the Pocket Out of Time can interact at normal speed, but everything outside the Pocket Out of Time seem frozen. System: Roll Maipulation + Security (difficulty 7). The radius is 10 feet around the caster per success. Charaters in the affected area cannot leave it until the one who created the Pocket Out of Time wills it closed or is destroyed. Rewind Time The vampire can turn time back to a certain point, where it will commence again. The vampire will remain wherever he is standing before using this power, though everything else will return to wherever it was before. Once rewound, events may be changed by the vampire. The vampire may also cause others to change their actions. However, unless the vampire actually motivates others into different actions, they will take the same actions and their actions will have the exact same results. System: Roll Strength + Alertness (difficulty 8). The number of successes determines how far back time may be reqound. Successes Virtual Time Passage 1 success One turn 2 successes One minute 3 successes 10 minutes 4 successes One hour 5 successes One day If successful, the charater remains wherever he was when he used this power, not where he was at the previous time. In addition, the charater can change his actions, knowing everything that will occur if he does exactly the same thing. Level Nine Summon History The vampire can pull a pocket of space and time from the past. The vampire can concentrate on bringing a certain time forth, but not a particular event. Those inside the summoned area do not see and cannot interact with the present, unless they have Time Sense. At least one True Brujah may have tried to summon Brujah himself in this manner, but this attempt is believed to have failed horribly. Should such an event occur, the effects upon reality remain unknown. System: Roll Manipulation + Occult (difficulty 7). The number of successes determines the maximum possible range of the power. Successes Range 1 success One year 2 successes 100 years 3 successes 500 years 4 successes 1000 years 5 successes 5000 years